Miss Fortune, the Bounty Hunter (Not a bloody pirate)

Miss Fortune Build

Table of Contents

Introduction

I've been seeing a lot of Miss Fortune guides out there, and I regret to say that they have tended to be rather bad. As a result, I decided to give it a shot of my own, hopefully providing something decent until a more experienced player gets around to making something better.

If you have any comments, suggestions, or simply wish to point out why I am horribly wrong about something, please leave a comment. I would like to make this guide better over time so that it can be as good a resource as we can make it.

Pros / Cons

Pros:
Very solid Physical carry
High mobility from her passive
Ultimate allows for high AoE damage in team fights

Cons:
Quite Squishy
No strong escapes without summoner spells

Abilities

A good passive; this will help you pursue and escape enemies as well as making you one of the most mobile heroes in the game. Helpful for everything from ganking to running back to your lane extra quick after buying/healing.

It should be noted that at 310 movement speed, you are more on the slow side, so before this kicks in many people will be able to catch you. Because of this, it is important to get a bit of a head start; but we'll talk about that later.

This is your spammable harass skill. The bounce targets a largely random minion behind your first target, so if your opponents are behind the caster creeps you can easily hit them for extra damage by targeting the caster creep furthest from you. However, realize that if they are up amongst the minions, trying to go for the bounce can be a bad idea; if the bounce has several potential targets, then you are likely better off firing the original shot at the champion for a guaranteed 100% damage than hoping for the 120% bounce. Too many Miss Fortunes waste shots on creeps by hoping to hit with that secondary attack.

This is a nice passive with a very good active ability. The active part has a short reuse, so don't be afraid to use it liberally.Also note that the damage starts stacking on the first hit rather than the second as it seem to imply, so the passive gives every hit some bonus damage.

For this build, this is your least impressive skill. It's damage isn't that great, but it is useful for slowing enemies when chasing/pursuing, a little bit of harassment if you've got plenty of mana, or doing a bit of damage to a large creep wave. Also note that when chasing if the enemy turns to the side, such as into the jungle from a lane, that will often give you an opportunity to place this ahead of them when they might have otherwise escaped.

Finally, when placed this gives you momentary vision. Therefore, you can use this to check bushes to make sure your safe. This skill is one of the two methods you have of giving yourself a bit of time for your passive to kick in when fleeing, so try not to harass with it if you suspect a gank might be coming your way soon.

This is an awesome ult, and a large part of your contribution to team fights. You'll be pretty squishy, but this ult allows you to blast an entire team from a safe distance, similar to kat's without the danger of being in the middle of 5 champions who can tear you to pieces. Often you can simply toss this out and then clean up if your team is pulling their weight. This skill is also great for defending a tower; this skill plus a tower's damage can often scare them off and possibly net you a kill.

Just make sure that you are well positioned as if you use this at point blank range it is very easy to waste.

Masteries + Runes

This is certainly not the only option, but I find that it gives a good mix of early game survivability and damage while the seals of clarity guarantee that after about level 6 you will not have mana problems. If you're confident in your ability to stay alive early, feel free to exchange the Quints with armor pen for a nice damage boost.

For masteries, I use a 12/7/11 setup. The reasoning behind this is that the 12 allows you to get sunder for your Q and auto attacks and archaic knowledge to make your ultimate hit harder. The 7 in defense is so that you can max out strength of spirit. This will give you decent health regen straight from level 1, allowing you to stay in your lane more easily. Combined with the mana crystal that you start with, you will get 13.5 health regen from this mastery. The 11 in utility is entirely based on preference. I got it for perseverance, awareness and meditation, but you could effectively put the points into the offense tree for a bit more damage.

Alternatively, you could go 0/9/21 so that you could get a significantly reduced reuse on your flash. This would be very helpful, but giving up the crit chance and armor/magic penetration seems like a heavy price to pay for it.

Naturally, get the mastery for you summoners spells if you are able with your chosen build.

Your next item will be a Manamune. Once you have this, you will be able to spam your skills to your hearts content while getting a decent damage boost from it.

Next, you will upgrade your boots, and you have several choices. Mercury's Treads are pretty much required if the enemy has a lot of CC. If not, then either Ninja Tabi or Berserker's Greaves will work. The ninja tabi will greatly help your survival against other carries while the berserker greaves could provide a cheap boost to attack speed. You don't really need swiftness or mobility as your passive ought to give you enough movement if you can get a bit of a head start from your E or your summoner spells.

After this, I start building Infinity Edge, buying whatever parts I can afford on my trips back. This provides you with a huge damage boost and is your main DPS item. As an alternative against a tanky team, you could consider building The Black Cleaver. It is 1000 gold cheaper with almost as much attack damage, and the armor pen could prove more useful than the crit chance/damage as you do not really increase it elsewhere.

At this point, you need to consider how you are doing at this point in the game. If you are doing well and not dying/being targeted much, you can get a DPS item such as The Bloodthirster or [item=stark's fervor]. The Bloodthirster provides more damage, especially for your Q, but if your team has a few physical champions and no one has picked up a Stark's, it can be a better choice, especially as you are likely just relying on your W for attack speed at this point.

If you find that you are dying frequently or being targeted too much, then it is time to build a defensive item instead. If you find yourself the target of mostly magical damage, go for a Banshee's Veil. If it's physical, Thornmail or Warden's Mail are good options. If their damage is more of a mix, a Guardian Angel is always nice. A final more offensive option for a defensive item is a Frozen Mallet. This will give you 700 hp which will help with any incoming damage as well as allowing you to chase, or even flee more easily; and it is applied by your Q.

If you got your lifesteal item first, get your defensive item now, or visa versa if you got your defensive item first. At this point, if the game isn't over you might want to consider a zeal for a bit of attack speed. This will give you a nice move speed boost as well as helping your attack speed and crit. If the game still drags on, upgrade it into a phantom dancer.

And, of course, whenever you have the cash mid/late game feel free to buy [item=Elixir of agility] and Elixir of Fortitude. They will both provide very nice damage boosts, and fortitude will give you a bit more of survivability.

Skilling Order

As AD Miss Fortune, you want to focus on Double Up as it's damage and spammability both go up as it levels. Your second priority should be Impure Shots as it increases your damage on every physical attack and provides much, if not all, of your attack speed. You'll want to grab one rank of Make It Rain somewhere from levels 2-4 so that you will have some slow/harass, but it will be your last skill to max. And, of course, you will be grabbing Bullet Time whenever it is available.

Summoner Abilities

For summoner abilities, Flash is required. This is your #1 way of getting out of ganks or escaping once the enemy team decides to focus you in teamfights. Refrain from using it to chase unless you feel it's necessary because you want to have this ready for when things get dicey. Other than flash, summoner spells are a matter of preference and playstyle.

Ghost and Cleanse are both good options if you want a bit more survivability, as well as ghost giving even more chasing power.

Ignite isn't a bad option if you really want to ensure that you can get some early kills although it leave you more vulnerable than the above options.

Exhaust is another solid choice for getting kills, and can also be used defensively.

Creep Jungling

The only thing to say about jungling is that the lizard buff can be powerful on you because your Q can apply it. For this reason, make sure to pick it up if no one else needs it more. The golem is less important, especially with the Manamune rendering mana issues nonexistant, so there will almost always be a better person to get it on your team.

Working in the team

In a team fight, you generally want to stay far away from the enemy team at the beginning and harass with Q as long as you can do so safely. If they bunch up or arrange themselves in a convenient line, then make it rain and toss down your ult. After your ult is finished, you are probably able to move in, pop W, and clean up.

Summary

Overall, Miss Fortune is a very strong physical carry and an excellent addition to the League of Legends. I hope that this guide will help some people to improve their game and help Ms. Fortune to achieve her potential.

PS. Please post any comment/suggestions that you have. Thank you for reading!